Each mindset can potentially be lost as well, whether from trauma, out-of-character changes or character actions. Mindsets such as Angry, Hungry and Greedy are relatively simple to acquire, while Righteous, Stalwart or Happy are rather rare traits for a dungeon-diver. To clarify, these mindsets should be treated as loot. If you are into that, use it to reward players for exceptional role-playing or when "here's another random magic item I guess" just doesn't cut it.
- Angry – reroll failed initiative check if you immediately charge
- Bizarre – On critical successes/failures, very odd things happen
- Confidence – +2 to do the first thing you suggest, instead of dallying/planning
- Cowardly – +2 Defense while fleeing
- Cruel – When you down an enemy, you can force a Morale check. Results may vary.
- Curious – 1/session, you find something hidden
- Desperate – +1 to everything while at 0 HP
- Determined – take +1 against anything opposing your oath
- Dramatic – Below HP/2, counts as a helmet
- Fated – Once, ever, roll 1d10 instead of 1d20
- Flamboyant – +3 retainer slots (normally 3+CHA)
- Gallant – people you protect reroll failed saves
- Greedy – Know the exact value of anything you hold
- Grumpy – Ignore most positive and negative morale effects
- Happy – NPCs don't automatically treat you as an "adventurer"
- Helpful – Your friends can reroll a d20, once per person
- Hungry – +4 to save against anything you ate
- Innocent – Anything will hesitate to kill you, at least for a moment
- Innovative – +2 to any checks that earned you an XP
- Joker – An in-character quip that makes the DM laugh heals 1HP, up to 3/session
- Knowledgeable – Learn a new rumor each session
- Monstrous – Convert 1d4 Trauma into a mutation over a long rest
- Mysterious – Trade this for a different Mindset when you reveal your backstory.
- Observant – INT check to ask detailed questions after you've left a scene (flashback style)
- Paranoia – receive a warning before you do anything extremely dangerous. No details.
- Pompous – Enemies that fail a morale check and would flee/rout (not retreat) instead grovel
- Proud – +1 damage at full HP
- Righteous – Counts as a shield against anyone philosophically opposed to you
- Stalwart – Immune to the Winded condition
- Zealous – Your voice counts as a holy symbol
A few examples:
The PC of Mat "The Magnificent" Rench, had a habit of examining doors in a very particular manner for maximum effectiveness, without slowing down actual gameplay too much. His neat thinking skills were rewarded with Paranoia, to great amusement and general utility.
The PC of Frillnecked Wizardbang, (Lizardfolk Wizard) had a frankly startling roleplaying style, and a penchant for collecting 'friends' that belied his 6 Charisma. Naturally, Flamboyant was the only possible outcome.
Gary (the Goblin) had a delightful time picking over the golem-corpses strewn about their path into the Chambers of God, and constructed some quite horrifying devices. As per my promise regarding the Dervish of War lurking in room XX (that the first party to defeat it would earn a Mindset of their choosing) he went for Curious. When sessions resume, I'll be keen to see how and when he uses it.